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Messages - DoomMarine23

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Yeah, sure. It is fairly simple. I include the script in the game's main.txt, and I attach it to the lifeforce10 pickup in the actor definition file. It looks for the class that I defined in the lifeforce.txt script.

Besides finding out how to grab the game's difficulty, you should be good to go. Deleting the 10 point lifeforce and spawning a 2 point in its place, should be trivial after that.

A lot of great questions that I am not sure if I can exactly answer but I know people who are more likely able to, but I'll try regardless. I'd suggest joining the Discord and asking Behemoth Programmer because he has modified Turok 2 quite extensively, and he would have a better idea of things than I do.

1. I am not sure if its possible to alter the checkpoint stations, I've never seen anyone try.

2. Possibly, what did you have in mind for the pick up generators?

3. It may be possible by attaching a script to the red lifeforces, checking the game's difficulty setting, and having them replace their selves with a version that only grants 2 life tokens. I'll test this out and let you know. I am not sure if Turok 2 detects game difficulty, but T1 does.

4. I have limited experience with T2's editor. Have you tried opening an existing map, copying the enemy you want in your new map, and pasting it in? You may be missing some important flags or setup.

Update: I am successful in attaching a script to the red lifeforce. However, I am having difficulty figuring out how the game checks difficulty. There is an enum value, but I cannot find an example of how to reference it in a script. Behemoth may know more.

I think I can help with that, but perhaps it would be easier if we use the community's Discord chat, because I know our messages here are months apart from each other. Here is the invite link

Sorry, My post wasn't worded well...

What I need is to get the animations out of the .bin files from Turok 1. For example, When I import "dyn_monster_raptor.bin", it only loads the model's idle animation sequence.

Sorry I haven't seen this post until today.

You need to open up a new window pane in Blender and set it to Dope Sheet > Action Editor. Select the armature skeleton and scroll through the animations. I can help more if you need anything else but through the action editor you can duplicate, delete, or add new animation actions.

To ensure your animations are exported to a new animation .bin make sure they are a multiple of 4, e.g. 20 frames, 200 frames, 400 frames, and that the shield icon for "Fake User" is enabled.

As for converting to MD2/MD3, I am sure its possible, but I've never done it so I can't give any specific advice at this moment in time, but I am sure it isn't too difficult once you figure it out. I've done stuff like Half-Life before just fine.

Here is a video example

Edit: I assume you could probably select an animation you want, and copy/paste its frames into one big mega animation, because I know many games with MD2/MD3 use a single animation file, and simply call the specific frame numbers they want. This is how I did it for Half-Life models years ago.

Turok Dinosaur Hunter Modding/Mapping / Re: HD Ammo Pickup Textures
« on: January 19, 2022, 08:44:00 PM »
Looks great like we discussed on Discord, very faithful to the original styling and colors.

I can't add new ammo pack only can copy what is there. This same with health or new weapons. Thanks for testing :)

How come you're unable to add new ammo? I'd like to help you solve that, and if we can't solve it, I'd be happy to add new ammo in the map for you.

Turok Evolution Modding / Re: Fixing the Shaders
« on: October 14, 2021, 02:20:25 PM »
Awesome work so far. I honestly didn't even know such a thing was possible. Hopefully with time we can fix up the PC version and get it into a much better state.

Hi Nfsfan83,

Make sure to open your console with the ~ key on your keyboard next to "1". Then enable developer mode by typing "developer 1".

Turok should then be able to load your level without having to add it into your game.kpf :)

I like all the foliage and detail you have added. I think that is very cool. I am excited to see you do more. It is good to see more Turok mods.

Also,  I have created a .kpf version of your mod that you uploaded to google drive. I hope this can help make sharing your mod easier for you.

To load the .kpf, create a "MODS" folder in Turok, and place the .kpf inside. Like C:\Program Files (x86)\Steam\steamapps\common\Turok\mods

Turok General Discussion / Re: What qualities make a good Turok?
« on: April 28, 2021, 09:57:00 PM »
To expand on what I said on Discord with you. I think that to take the mantle of Turok, and to carry it fully, would require a lot of specific traits. I think someone who carries that burden must be courageous, self-sacrificing, sometimes even of their own morals or ethics if required. They must be intelligent, perhaps not in a purely academic sense, but able to strategize, understand new enemies, new technologies, weapons and items. As well as other traits such as resourceful. Of course, I can keep going on, but I am sure you get the point  :have a nice day:

Now I must admit, I never really had a chance to read the comics besides a few issues throughout the various eras, and I never got to read the novels. But I assume that people who hold the mantle of Turok are nearly the same as regular humans, besides the Light Burden and armor they carry. So I firmly believe that they must on some level, carry some of the best traits of humanity. Why else would Tal'Set be called "The Fury of Hope"? Because being a Turok is more than being a warrior, its being a guardian of Humanity, of The Lost Lands. It is important, but not enough, to be a strong warrior in combat.

Turok 2 Seeds of Evil Modding/Mapping / Re: Scope anywhere mod
« on: November 19, 2020, 10:18:49 PM »
Neat, I'll try it out soon.  :)

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